The Ice Torchbearer can basically disable an enemy demigod, making him easy pickings for a teammate. And let's not forget "no direct damage" is something of an overstatement.
DatonKallandor
Honestly Erebus would an amazing Assassin. In fact, it would probably do the game some good if you they'd just make him an Assassin. Where does it say you have to have the same number of Generals and Assassins?
[quote quoting="post"]Bite is fine (I think?)[/quote] No, unfortunately, it's not. Too short of a cooldown, too powerful when you consider that it's not just plain damage, but also healing and incredible secondary effects.
Potions can be interrupted. That's one of the most important dynamics in Demigod combat. You need to anticipate enemy item use and have a response ready, either in the form of a finishing burst damage, a stun, or a simple interrupt. Or taking the chance to chug a potion yourself.
No we don't need them. They're one of the worst ideas of all time, right up there with Last Hitting.
Bite is currently overpowered as hell - it would probably be far more balanced if it had a longer cooldown, and didn't have all those secondary effects (or different, less powerful secondary effects).
[quote]On the contrary, I'd rather see Generals be able to have fewer summons, but ones which are in fact much, much stronger than regular creeps. This way Generals are all about using your strong summons in the most effective way, not simply amassing an army and sending it to different spots on the map or having it gang up on an enemy Demigod. I also like the idea of Generals being able to deploy buildings like smaller, weaker towers and healing totems in strateg
[quote who="TyoArk" reply="20" id="1985080"] ... and a flag that increase the war rank progression. In our internal builds, flags grant War Score income, which is used to purchase Citadel Upgrades instead of gold. What do you all think of War Rank being based off your teams cumulative earned War Score? It'd be independent for each team, increase the rate of available upgrades and increase the strategy related to flags.[/quote] This would be great. Also, as per Unk
[quote]Why aren't CoH, DoW, Rise of Legends, or heck, AOE2 in WCG?[/quote] They were. If WCG were about popularity, they wouldn't put games on their line up before they're even released. It's asinine, and WCG, as far as I know, does not employ seers to determine the future ahead of time. Incidentally, Ensemble Studios weren't killed because they didn't make money. They were killed because that's what Microsoft does - they buy up studios, have them make a game, kill the studio
That's a very narrowminded view of the situation, not to mention fairly unrealistic. An ice torchbearer/assassin demigod combo will generally beat simple dual demigod combos with a little application of tactics and teamwork - which is a huge advantage, seeing as how that means you can generally clean house on locations of your choosing.
Now there's your problem - you're playing in an imaginary unlimited gold version of Demigod. Even getting the armors will take you half a match, and the 75% mitigation is by no means guaranteed - you'll need a good base armor value to get there and not every Demigod has that. Maybe if the game goes on for hours auto-attack heroes have the advantage. That's immaterial when during the actual game they scale just as well as casters.
I agree that his finishing spec does not scale well - up until the very late game, his finishing works fine. But Snipe should in no case be mandatory.
Demigod has hundreds of units, clashing on big maps. That's far more like SupCom and Total War than Warcraft, or Diablo. Not that Warcraft had great scale - everything was totally out of proportion and there was no actual in-game representation that the matches were taking place in a massive world. Total War and SupCom had both scale and scope, both have context as well as quantity. And honestly if you think Halo had scope or scale you haven't played Starship
[quote who="ZeratulTheDT" reply="6" id="1984456"]And having one or two heroes following the torchbearer around hoping to kill their enemies is not a winning strategy [/quote] Why not? Demigod is a pure team game - having one hero, have one build that is incredibly useful when coordinated, and not as good when alone is hardly against the spirit of the game.
Oh I agree on the number of options to spend points on. But the points aren't the only thing that define a spec (items figure into it heavily), not to mention how you start your spec is a factor in even getting to the point where you have everything.
What good would controlling the basic waves do? It's not like there's a lot of things they can do - and no room to manouver to change their impact in any meaningful way. The Generals hireables are a great first step because they're better than creeps but worse than demigods .
[quote who="ZeratulTheDT" reply="9" id="1984557"]I can go from 300 damage to 600 as a melee hero, and also go from 19% attack speed to over 100%. Add those together and you've got a 200% increase in damage for a melee hero. Now factor in armor and mirror effects - I can get 100 damage reflected onto anything attacking me, and have 75% armor mitigation WITH 25% damage resistance and/or 25% evade.[/quote] I really doubt you'll get ALL of that. You don't have enough equipment slots to do
Seriously, are you trying to play WCG as the ultimate indicator for what is balanced and skill based? They had CnC3 in their lineup before the game was released . And you can read up how that one turned out. WCG is based on which publisher flings around more money, that's been proven repeatedly by their line up. [quote]Age of Empires 3 has been played at WCG, yet it is not a game with a very large fan base. I highly doubt Ensemble
He's not supposed to be a great finisher. One of his specs is a great finisher. He can also go for grunt killing with damage items and the AoE skill, ambush/defense with mines, and combinations of those.
Simply making a Flag that increases War Rank the same way a goldmine increases gold would be an easy variant. Then both sides have something to fight over, that will give a real advantage that isn't instant, but builds the longer you can hold the flag. There would have to be some automatic War Rank build though - someone modeled those Giants, we want to see them more often. Plus, the moment Catapultasaurii (love that word) hit the field stalemates break.
If you think each Demigod has only 2 viable specs you haven't played Demigod enough. The game will only get more varied as time goes on, since teamwork, and with that the viable builds, will only improve with time.
All the games you listed have a far smaller scope than Demigod. Not to mention Heroes in DoW were as big as all other units, not more-so. Especially Eldar heroes could get easily lost in a skirmish. The thing that made DoW's heroes be still visible was their radically different (and user-controlled) colour schemes.
War Rank was (kind of) tied to flags in Beta 1 - with a flag that simply increased War Rank by 1 for the side holding it. I think the most important thing to do about War Rank right now is to uncouple the War Ranks of Light and Dark. Having both sides always go up at the same time makes it rather pointless - since both sides will always be able to spawn the same amount of troops.
Simply giving the Generals a higher hireable max might be enough to make them more unique - of course with an accompanying nerf to the actual General. Having 8 of each type of hireable, or even more might help with that.
If there's some development time left somewhere this would be a good thing to implement. It doesn't even need stat changes. Just a little evillyfication of Dark Side.